Comments (1)
My current ideas are:
- Multiline drawing can be optimized by using the built-in method in Godot 4.3
- PathData should become something like 2x faster when the performance of
match
in GDScript gets addressed by the Godot contributor gang. Other than that, we may still be able to get minor gains from optimizing the logic. The biggest thing would be interoping with C++, which appears to be a bit of an undocumented hassle. - Inspector rebuilding could maybe be optimized a little more too, by drawing things before they are really added.
- Lazy loading would be useful in the inspector, if we can get it to work.
- It might be smart to not draw path commands until they are on screen.
- It might be possible to draw path commands (which are just a bunch of the same stylebox) more efficiently.
- Polylines can maybe be optimized by grouping them up (they are currently one per command, but for example, a lot of consecutive lines can be made into a single polyline)
- Multithreading; but for now, the only idea for multithreading I have is for the graphic - which can be split into smaller strips.
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Related Issues (20)
- GodSVG requirements HOT 1
- Issues with the export dialog
- Improve UI of "Check for Updates" fialog
- Alpha 4 roadmap HOT 1
- Bad ordering of tag attributes
- Add "Add new tag after" option for tags HOT 1
- Allow moving view with middlemouse while dragging a handle. HOT 3
- Add right-click option to handles to scroll the tag list to view the tag with that handle HOT 2
- Hitting tab after editing a single property does not cause the property to update HOT 2
- Add Ctrl+Q as a shortcut for closing on linux HOT 3
- View in List option in erroneous place
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